233 lines
15 KiB
Erlang
233 lines
15 KiB
Erlang
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%%----------------------------------------------------
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%% 数据配置文件
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%% @author
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%%----------------------------------------------------a
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-module(adventure_data).
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-export([cfg/0]).
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-include("data_config.hrl").
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-include("common.hrl").
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cfg() ->
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#data_cfg{
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name = adventure_data
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,lua_name = adventure_data
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,desc = "神界冒险配置数据"
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,source = "adventure_data.xml"
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,target = "adventure_data.erl"
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,inc = ["adventure.hrl"]
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,callback = [
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{{get_const, undefined}, cb_fun, handle, {get_fun, ["常量配置"], "get_const(~ts) -> ~ts; %% ~ts", [key, val, desc]}}
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,{get_evt, cb_fun, handle, {get_record, ["事件"], evt_id, new_map, all}}
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,{list_answer_type, cb_fun, handle, {tuple_list, ["题库抽取权重"], all}}
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,{list_answer, cb_fun, handle, {tuple_type, ["题库"], type, [id, limit_lev]}}
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,{get_answer, cb_fun, handle, {get_record, ["题库"], id, new_map, all}}
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,{list_npc_talk, cb_fun, handle, {tuple_type, ["NPC对话"], evt_id, id}}
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,{get_npc_talk, cb_fun, handle, {get_record, ["NPC对话"], [evt_id, id, num], new_map, all}}
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,{get_floor, cb_fun, handle, {get_record, ["层数据"], id, new_map, all}}
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,{get_map, cb_fun, handle, {get_tuple, ["地图数据"], id, res_id}}
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,{get_tile, cb_fun, handle, {get_tuple, ["地图格子"], [id, pos], res_id}}
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,{exch_group, cb_fun, handle, {tuple_type, ["神秘商人"], [group, idx], [id, rand]}}
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,{get_exch, cb_fun, handle, {get_record, ["神秘商人"], id, new_map, all}}
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,{get_skill, cb_fun, handle, {get_record, ["技能效果"], id, new_map, all}}
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,{list_round_reward, cb_fun, handle, {tuple_list, ["进度奖励"], [id, count]}}
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,{round_reward, cb_fun, handle, {get_record, ["进度奖励"], id, new_map, all}}
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,{{get_init_buffs, "[]"}, cb_fun, handle, {get_tuple, ["buff"], num, buffs}}
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]
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,callback_cli = [
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{adventure_event, cb_fun_lua, handle, {val_str, ["事件"], [evt_id], all}}
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,{map, cb_fun_lua, handle, {key_val, ["地图数据"], [id], all}}
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,{energy_num, cb_fun_lua, handle, {key_val, ["资产兑换"], [num], all}}
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,{explain, cb_fun_lua, handle, {key_val, ["玩法说明"], [id], all}}
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,{adventure_const, cb_fun_lua, handle, {key_val, ["常量配置"], [key], all}}
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,{floor_reward, cb_fun_lua, handle, {key_val, ["层数据"], [id], all}}
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,{battle_res, cb_fun_lua, handle, {key_val, ["层数据"], [id], [battle_res_id]}}
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,{reset_num, cb_fun_lua, handle, {key_val, ["重置次数"], [num], all}}
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,{skill_data, cb_fun_lua, handle, {key_val, ["技能效果"], [id], all}}
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,{adventure_answer, cb_fun_lua, handle, {key_val, ["题库"], [id], [id,desc]}}
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,{adventure_kind_answer, cb_fun_lua, handle, {key_val, ["题库"], [id], [a,b,c,d]}}
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,{floor_data,cb_fun_lua, handle, {list_val, ["冒险数据"],[id,power],true,false}}
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,{adventure_npc_data, cb_fun_lua, handle, {type_get_val, ["NPC对话"], [evt_id,id,num], all}}
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,{round_reward_list, cb_fun_lua, handle, {key_val, ["进度奖励"], [id], all}}
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,{buff, cb_fun_lua, handle, {key_val, ["buff"], [num], all}}
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%%,{adventure_room_info, cb_fun_lua, handle, {val_str, ["冒险数据"], [id,room],[id,room,name]}}
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%%,{progress_reward, cb_fun_lua, handle, {type_val, ["探索进度奖励"], [id], [num,items]}}
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]
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,callback_json = [
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{adventure_event, cb_fun_json, handle, {val_str, ["事件"], [evt_id], all}}
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,{map, cb_fun_json, handle, {key_val, ["地图数据"], [id], all}}
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,{energy_num, cb_fun_json, handle, {key_val, ["资产兑换"], [num], all}}
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,{explain, cb_fun_json, handle, {key_val, ["玩法说明"], [id], all}}
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,{adventure_const, cb_fun_json, handle, {key_val, ["常量配置"], [key], all}}
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,{floor_reward, cb_fun_json, handle, {key_val, ["层数据"], [id], all}}
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,{battle_res, cb_fun_json, handle, {key_val, ["层数据"], [id], [battle_res_id]}}
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,{reset_num, cb_fun_json, handle, {key_val, ["重置次数"], [num], all}}
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,{skill_data, cb_fun_json, handle, {key_val, ["技能效果"], [id], all}}
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,{adventure_answer, cb_fun_json, handle, {key_val, ["题库"], [id], [id,desc]}}
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,{adventure_kind_answer, cb_fun_json, handle, {key_val, ["题库"], [id], [a,b,c,d]}}
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,{floor_data,cb_fun_json, handle, {list_val, ["冒险数据"],[id,power],true,false}}
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,{adventure_npc_data, cb_fun_json, handle, {type_get_val, ["NPC对话"], [evt_id,id,num], all}}
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,{round_reward_list, cb_fun_json, handle, {key_val, ["进度奖励"], [id], all}}
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,{buff, cb_fun_json, handle, {key_val, ["buff"], [num], all}}
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%%,{adventure_room_info, cb_fun_lua, handle, {val_str, ["冒险数据"], [id,room],[id,room,name]}}
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%%,{progress_reward, cb_fun_lua, handle, {type_val, ["探索进度奖励"], [id], [num,items]}}
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]
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,sheet = [
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{["事件"], [
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#f_column{type = int, name = evt_id, desc = "事件ID",mod = all}
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,#f_column{type = int, name = evt_group, desc = "事件组"}
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,#f_column{type = kv, name = evt_type, desc = "类型", kv_type = {fun evt_type/0, []},mod = all}
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,#f_column{type = term, name = lose, desc = "消耗",mod = all}
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,#f_column{type = term, name = effect, desc = "事件效果信息",mod = all}
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,#f_column{type = int, name = unit_id, desc = "绑定单位", mod = all}
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,#f_column{type = term, name = base_items, desc = "基本奖励",mod = all}
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,#f_column{type = term, name = drop_ids, desc = "掉落奖励"}
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,#f_column{type = term, name = conds, desc = "探索条件"}
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,#f_column{type = int, name = auto_explore, desc = "自动扫荡"}
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,#f_column{type = bstr, name = desc, desc = "描述", mod = client}
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,#f_column{type = bstr, name = effect_str, desc = "界面特效", mod = client}
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,#f_column{type = term, name = box_show_item, desc = "宝箱随机奖励", mod = client}
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,#f_column{type = int, name = max_num, desc = "层出现上限", val = 0}
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,#f_column{type = int, name = round_max_num, desc = "轮出现上限", val = 0}
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,#f_column{type = int, name = can_out_num, desc = "多少次后才出现", val = 0}
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,#f_column{type = int, name = next_out_num, desc = "下一次出现CD", val = 0}
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,#f_column{type = int, name = must_out_num, desc = "多少次后必出现", val = 0}
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,#f_column{type = int, name = power, desc = "推荐战力", val = 0,mod = all}
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,#f_column{type = int, name = lock, desc = "锁定周围", val = 0,mod = all}
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,#f_column{type = term,name = res_id,desc = "资源ID", mod = client}
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,#f_column{type = int, name = shadow, desc = "阴影", val_cli = 0, mod = client}
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,#f_column{type = term, name = finish_act, desc = "通关事件"}
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,#f_column{type = int, name = face, desc = "头像", val = 0, mod = client}
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,#f_column{type = term, name = handle_type, desc = "操作反馈", mod = client}
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,#f_column{type = int, name = sec_type, desc = "二级类型"}
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,#f_column{type = int, name = auto_open, desc = "自动开启", mod = client}
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]}
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,{["题库抽取权重"], [
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#f_column{type = int, name = type, desc = "类型"}
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,#f_column{type = int, name = rand, desc = "权重"}
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]}
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,{["题库"], [
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#f_column{type = int, name = id, desc = "ID",mod = all}
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,#f_column{type = bstr, name = desc, desc = "描述内容",mod = all}
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,#f_column{type = bstr, name = a, desc = "选项A",mod = all}
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,#f_column{type = bstr, name = b, desc = "选项B",mod = all}
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,#f_column{type = bstr, name = c, desc = "选项C",mod = all}
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,#f_column{type = bstr, name = d, desc = "选项D",mod = all}
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,#f_column{type = int, name = result, desc = "答案"}
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,#f_column{type = int, name = type, desc = "类型"}
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,#f_column{type = int, name = limit_lev, val = "0", desc = "类型"}
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]}
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,{["常量配置"], [
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#f_column{type = atom, name = key, desc = "键", primary = true, mod = all}
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,#f_column{type = term, name = val, desc = "值", add_list_sign=false, mod = all}
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,#f_column{type = str, name = desc, desc = "描述", mod = all}
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]}
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,{["NPC对话"], [
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#f_column{type = int, name = evt_id, desc = "事件ID",mod = all}
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,#f_column{type = int, name = id, desc = "编号",mod = all}
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,#f_column{type = int, name = num, desc = "序号",mod = all}
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,#f_column{type = bstr, name = msg, desc = "对话",mod = all}
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,#f_column{type = bstr, name = tips, desc = "提示"}
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,#f_column{type = bstr, name = tips2, desc = "无奖励提示"}
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,#f_column{type = term, name = base_items, desc = "奖励"}
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,#f_column{type = term, name = drop_ids, desc = "掉落"}
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,#f_column{type = int, name = reward_rand, desc = "奖励概率"}
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,#f_column{type = bstr, name = lable_desc, desc = "描述",mod = client}
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,#f_column{type = bstr, name = notice_msg, desc = "公告信息"}
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,#f_column{type = term, name = lose, desc = "消耗", mod = all}
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,#f_column{type = int, name = unit_id, desc = "单位ID", val = 0}
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]}
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,{["玩法说明"], [
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#f_column{type = int, name = id, desc = "标签", primary = true, mod = client}
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,#f_column{type = str, name = title, desc = "标签名", mod = client}
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,#f_column{type = str, name = desc, desc = "内容", mod = client}
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]}
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,{["层数据"],[
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#f_column{type = int, name = id, desc = "层序号", mod = all}
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,#f_column{type = bstr, name = name, desc = "名称", mod = client}
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,#f_column{type = term, name = floor_reward, desc = "奖励列表",mod = client}
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,#f_column{type = int, name = lev, desc = "开启等级", mod = all}
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,#f_column{type = int, name = power, desc = "战力要求", mod = all}
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,#f_column{type = int, name = room_num, desc = "房间数量"}
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,#f_column{type = term, name = init_evts, desc = "出生事件"}
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,#f_column{type = term, name = evt_list, desc = "事件列表"}
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,#f_column{type = term, name = map_list, desc = "地图序号"}
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,#f_column{type = term, name = init_evt_num, desc = "提前生成事件数量"}
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,#f_column{type = term, name = init_evt_list, desc = "提前生成事件"}
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,#f_column{type = int, name = battle_res_id, desc = "战斗背景"}
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,#f_column{type = term, name = pos_evt_list, desc = "固定位置事件"}
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,#f_column{type = int, name = auto_combat, desc = "跳过战斗", mod = all}
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,#f_column{type = int, name = auto_open, desc = "自动开启"}
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]}
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,{["地图数据"],[
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#f_column{type = int, name = id, desc = "编号", mod = all}
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,#f_column{type = int, name = res_id, desc = "背影资源", mod = all}
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]}
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,{["地图格子"],[
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#f_column{type = int, name = id, desc = "编号"}
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,#f_column{type = int, name = pos, desc = "位置"}
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,#f_column{type = term, name = res_id, desc = "资源序号"}
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]}
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,{["神秘商人"],[
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#f_column{type = int, name = id, desc = "编号"}
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,#f_column{type = int, name = group, desc = "组号"}
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,#f_column{type = int, name = idx, desc = "位置"}
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,#f_column{type = int, name = pay_type, desc = "消耗类型"}
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,#f_column{type = int, name = pay_val, desc = "消耗数量"}
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,#f_column{type = int, name = bid, desc = "道具ID"}
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,#f_column{type = bstr, name = name, desc = "道具名称"}
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,#f_column{type = int, name = num, desc = "道具数量"}
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,#f_column{type = int, name = rand, desc = "权重"}
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,#f_column{type = int, name = discount, desc = "折扣标签"}
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,#f_column{type = int, name = old_val, desc = "原价"}
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,#f_column{type = int, name = good_group, desc = "物品组编号"}
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,#f_column{type = int, name = round_max, desc = "每轮上限"}
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]}
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,{["技能效果"], [
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#f_column{type = int, name = id, desc = "编号", mod = all}
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,#f_column{type = bstr, name = name, desc = "名称", mod = all}
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,#f_column{type = term, name = effect, desc = "效果", mod = all}
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,#f_column{type = bstr, name = desc, desc = "描述", mod = client}
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,#f_column{type = int, name = max_num, desc = "每轮使用上限", mod = all}
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]}
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,{["进度奖励"], [
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#f_column{type = int, name = id, desc = "编号", mod = all}
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,#f_column{type = int, name = count, desc = "击杀怪物",mod = all}
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,#f_column{type = term, name = items, desc = "奖励",mod = all}
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]}
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,{["buff"], [
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#f_column{type = int, name = num, desc = "层数", mod = all}
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,#f_column{type = term, name = buffs, desc = "buff", add_list_sign = false, mod = all}
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,#f_column{type = bstr, name = desc, desc = "描述", mod = all}
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]}
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]
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}.
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evt_type() ->
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[
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{"无事件", null, 0}
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,{"祝福", buff, 1}
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,{"BOSS", boss, 2}
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,{"猜拳", finger_guessing, 3}
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,{"宝箱", box, 4}
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,{"怪物1", mon, 5}
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,{"NPC", npc, 6}
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,{"答题", answer, 7}
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,{"下一层", next, 9}
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,{"特效", effect, 10}
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,{"障碍物", block, 11}
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,{"宝箱2", freebox, 12}
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,{"NPC2", npc2, 13}
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,{"神秘商人", shop, 14}
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,{"神秘事件", rand_evt, 15}
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,{"初始事件", init, 16}
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,{"怪物2", mon2, 17}
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,{"怪物3", mon3, 18}
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,{"怪物4", mon4, 19}
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,{"技能", skill, 20}
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].
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